/* Copyright (C) 2006,2007 ScriptDevCN <http://silverwings.googlecode.com/>
*  本脚本汉化由银翼团队ksquest完成
*/

/* ScriptData
SDName: mob_kobold
SD%Complete: 10
SDComment: No longer in Development
EndScriptData */

#include "../sc_defines.h"
#include "../../../../game/TargetedMovementGenerator.h"

#define KOBOLD_AGGRO_SAY    " 不要拿走我的蜡烛 "//"You no take candle"
#define GENERIC_CREATURE_COOLDOWN 5000

struct MANGOS_DLL_DECL KoboldAI : public ScriptedAI
{
    KoboldAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();}

    uint32 GlobalCooldown;      //This variable acts like the global cooldown that players have (1.5 seconds)
    uint32 BuffTimer;           //This variable keeps track of buffs
    bool InCombat;

    void EnterEvadeMode()
    {
        GlobalCooldown = 0;
        BuffTimer = 0;          //Rebuff as soon as we can
        InCombat = false;

        m_creature->RemoveAllAuras();
        m_creature->DeleteThreatList();
        m_creature->CombatStop();
        DoGoHome();
    }

    void AttackStart(Unit *who)
    {
        if (!who)
            return;

        if (who->isTargetableForAttack() && who!= m_creature)
        {
            //Begin melee attack if we are within range
            if (m_creature->IsWithinDistInMap(who, ATTACK_DISTANCE))
                DoStartMeleeAttack(who);
            else DoStartRangedAttack(who);
            
            InCombat = true;

            //10% chance to say our aggro line
            if (rand() % 10 == 0)DoSay(KOBOLD_AGGRO_SAY,LANG_UNIVERSAL,NULL);
        }
    }

    void MoveInLineOfSight(Unit *who)
    {
        if (!who || m_creature->getVictim())
            return;

        if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
        {
            float attackRadius = m_creature->GetAttackDistance(who);
            if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE && m_creature->IsWithinLOSInMap(who))
            {
                if(who->HasStealthAura())
                    who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

                //Begin melee attack if we are within range
                if (m_creature->IsWithinDistInMap(who, ATTACK_DISTANCE))
                    DoStartMeleeAttack(who);
                else DoStartRangedAttack(who);

                InCombat = true;

                //10% chance to say our aggro line
                if (rand() % 10 == 0)DoSay(KOBOLD_AGGRO_SAY,LANG_UNIVERSAL,NULL);

            }
        }
    }

    void UpdateAI(const uint32 diff)
    {
        //Always decrease our global cooldown first
        if (GlobalCooldown > diff)
            GlobalCooldown -= diff;
        else GlobalCooldown = 0;

        //Buff timer (only buff when we are alive and not in combat
        if (m_creature->isAlive() && !InCombat)
            if (BuffTimer < diff )
            {
                //Find a spell that targets friendly and applies an aura (these are generally buffs)
                SpellEntry const *info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);

                if (info && !GlobalCooldown)
                {
                    //Cast the buff spell
                    DoCastSpell(m_creature, info);

                    //Set our global cooldown
                    GlobalCooldown = GENERIC_CREATURE_COOLDOWN;

                    //Set our timer to 10 minutes before rebuff
                    BuffTimer = 600000;
                }//Try agian in 30 seconds
                else BuffTimer = 30000;
            }else BuffTimer -= diff;

        //Return since we have no target
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim())
            return;

        //If we are within range melee the target
        if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
        {
            //Make sure our attack is ready and we arn't currently casting
            if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
            {
                bool Healing = false;
                SpellEntry const *info = NULL;

                //Select a healing spell if less than 30% hp
                if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30)
                    info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);

                //No healing spell available, select a hostile spell
                if (info) Healing = true;
                else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);

                //20% chance to replace our white hit with a spell
                if (info && rand() % 5 == 0 && !GlobalCooldown)
                {
                    //Cast the spell
                    if (Healing)DoCastSpell(m_creature, info);
                    else DoCastSpell(m_creature->getVictim(), info);

                    //Set our global cooldown
                    GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
                }
                else m_creature->AttackerStateUpdate(m_creature->getVictim());

                m_creature->resetAttackTimer();
            }
        }
        else 
        {
            //Only run this code if we arn't already casting
            if (!m_creature->IsNonMeleeSpellCasted(false))
            {
                bool Healing = false;
                SpellEntry const *info = NULL;

                //Select a healing spell if less than 30% hp ONLY 33% of the time
                if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30 && rand() % 3 == 0)
                    info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);

                //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
                if (info) Healing = true;
                else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, ATTACK_DISTANCE, 0, SELECT_EFFECT_DONTCARE);

                //Found a spell, check if we arn't on cooldown
                if (info && !GlobalCooldown)
                {
                    //If we are currently moving stop us and set the movement generator
                    if ((*m_creature).GetMotionMaster()->top()->GetMovementGeneratorType()!=IDLE_MOTION_TYPE)
                    {
                        (*m_creature).GetMotionMaster()->Clear(false);
                        (*m_creature).GetMotionMaster()->Idle();
                    }

                    //Face target
                    DoFaceTarget(m_creature->getVictim());

                    //Cast spell
                    if (Healing) DoCastSpell(m_creature,info);
                    else DoCastSpell(m_creature->getVictim(),info);

                    //Set our global cooldown
                    GlobalCooldown = GENERIC_CREATURE_COOLDOWN;


                }//If no spells available and we arn't moving run to target
                else if ((*m_creature).GetMotionMaster()->top()->GetMovementGeneratorType()!=TARGETED_MOTION_TYPE)
                {
                    //Cancel our current spell and then mutate new movement generator
                    m_creature->InterruptSpell(CURRENT_GENERIC_SPELL);
                    (*m_creature).GetMotionMaster()->Clear(false);
                    (*m_creature).GetMotionMaster()->Mutate(new TargetedMovementGenerator<Creature>(*m_creature->getVictim()));
                }
            }
        }
    }
}; 

CreatureAI* GetAI_Kobold(Creature *_Creature)
{
    return new KoboldAI (_Creature);
}


void AddSC_kobold()
{
    return;
    Script *newscript;
    newscript = new Script;
    newscript->Name="kobold";
    newscript->GetAI = GetAI_Kobold;
    m_scripts[nrscripts++] = newscript;
}
